ardour { ["type"] = "dsp", name = "a-Pong", category = "Visualization", license = "MIT", author = "Ardour Lua Task Force", description = [[classic game of mixer pong]] } -- return possible i/o configurations function dsp_ioconfig () -- -1, -1 = any number of channels as long as input and output count matches return { [1] = { audio_in = -1, audio_out = -1}, } end function dsp_params () return { { ["type"] = "input", name = "Bar", min = 0, max = 1, default = 0.5 }, } end local fps -- audio samples per game-step local game_time -- counts up to fps local ball_x, ball_y -- ball position [0..1] local dx, dy -- current ball speed local lost_sound -- audio-sample counter for game-over [0..3*fps] local ping_sound -- audio-sample counter for ping-sound [0..fps] local ping_phase -- ping note phase local ping_pitch function dsp_init (rate) self:shmem ():allocate (4) self:shmem ():clear () fps = rate / 25 ping_pitch = 752 / rate ball_x = 0.5 ball_y = 0 dx = 0.011 dy = 0.0237 end function dsp_configure (ins, outs) game_time = fps -- start the ball immediately (notfiy GUI) ping_sound = fps -- set to end of synth cycle lost_sound = 3 * fps end function dsp_run (ins, outs, n_samples) local ctrl = CtrlPorts:array () -- get control port array (read/write) local shmem = self:shmem () local state = shmem:to_float (0):array () -- "cast" into lua-table local changed = false -- flag to notify GUI on every game-step game_time = game_time + n_samples -- simple game engine while game_time > fps do changed = true game_time = game_time - fps -- move the ball ball_x = ball_x + dx ball_y = ball_y + dy -- reflect left/right if ball_x >= 1 or ball_x <= 0 then dx = -dx end -- single player (reflect top) -- TODO "stereo" version, 2 ctrls if ball_y <= 0 then dy = - dy end if ball_y > 1 then local bar = ctrl[1] -- get bar position if math.abs (bar - ball_x) < 0.1 then dy = - dy ball_y = 1.0 dx = dx + 0.1 * (bar - ball_x) -- queue sound (unless it's playing) if (ping_sound >= fps) then ping_sound = 0 ping_phase = 0 end else -- game over lost_sound = 0 ball_y = 0 dx = 0.011 end end end -- simple synth -- TODO Optimize if ping_sound < fps then local abufs = {} for c = 1,#outs do abufs[c] = outs[c]:array(); end for s = 1, n_samples do ping_sound = ping_sound + 1 ping_phase = ping_phase + ping_pitch local snd = 0.7 * math.sin(6.283185307 * ping_phase) * math.sin (3.141592 * ping_sound / fps) for c = 1,#outs do abufs[c][s] = abufs[c][s] + snd end if ping_sound >= fps then goto ping_end end end ::ping_end:: end if lost_sound < 3 * fps then local abufs = {} for c = 1,#outs do abufs[c] = outs[c]:array(); end for s = 1, n_samples do lost_sound = lost_sound + 1 -- -12dBFS white noise local snd = 0.5 * (math.random () - 0.5) for c = 1,#outs do abufs[c][s] = abufs[c][s] + snd end if lost_sound >= 3 * fps then goto noise_end end end ::noise_end:: end if changed then state[1] = ball_x state[2] = ball_y self:queue_draw () end end function render_inline (ctx, w, max_h) local ctrl = CtrlPorts:array () -- get control port array (read/write) local shmem = self:shmem () -- get shared memory region local state = shmem:to_float (0):array () -- "cast" into lua-table if (w > max_h) then h = max_h else h = w end -- clear background ctx:rectangle (0, 0, w, h) ctx:set_source_rgba (.2, .2, .2, 1.0) ctx:fill () -- display bar local bar_width = w * .1 local bar_space = w - bar_width ctx:set_line_cap (Cairo.LineCap.Round) ctx:set_source_rgba (.8, .8, .8, 1.0) ctx:set_line_width (3.0) ctx:move_to (bar_space * ctrl[1], h - 3) ctx:rel_line_to (bar_width, 0) ctx:stroke () -- display ball ctx:move_to (state[1] * w, state[2] * (h - 5)) ctx:close_path () ctx:stroke () return {w, h} end